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This has been previously submitted as an issue, and marked as resolved, however the issue itself has not been resolved completely. Now, the normal map looks like it is rendering correctly, but it's inverted (so the ballast looks as if it was depressed instead of protruding from the surface). You can fix this by either inverting the Blue channel of the Normal Map, or inside Unity there may be an "invert" option as well.

I took this screenshot just now:

20230122133935_1.thumb.jpg.409ddd3cb51751244e1b53484741037c.jpg

In the above image, the light source is directly forward from the camera position, and you can see on the track ballast the shadows cast are towards the camera, whereas on the terrain ballast, they're still away from the camera. Again, this is most likely because the map is rendering the ballast as depressed instead of protruding. Please investigate and fix accordingly. Once you flip the blue channel in the normal map (RGB = XYZ) and reimport it into the engine, just make sure to look at it and check it out to see if it is actually rendering the map correctly. Appreciate you all. Thank you. 🤗

 

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